179 lines
7.5 KiB
HTML
179 lines
7.5 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>Skinning</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width,user-scalable=no,initial-scale=1">
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<link href="favicon.png" rel="icon" type="image/x-icon" />
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<style>
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body { margin: 0; overflow: hidden; }
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canvas { touch-action: none; width: 100%; height: 100%; }
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</style>
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</head>
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<body>
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<canvas></canvas>
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<script src="filament.js"></script>
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<script src="gl-matrix-min.js"></script>
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<script>
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let buffer0 = "AAABAAMAAAADAAIAAgADAAUAAgAFAAQABAAFAAcABAAHAAYABgAHAAkABgAJAAgAAAAAAAAAAAAAAAAAAACAPwAAAAAAAAAAAAAAAAAAAD8AAAAAAACAPwAAAD8AAAAAAAAAAAAAgD8AAAAAAACAPwAAgD8AAAAAAAAAAAAAwD8AAAAAAACAPwAAwD8AAAAAAAAAAAAAAEAAAAAAAACAPwAAAEAAAAAA";
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let buffer1 = "AAABAAAAAAAAAAAAAAAAAAAAAQAAAAAAAAAAAAAAAAAAAAEAAAAAAAAAAAAAAAAAAAABAAAAAAAAAAAAAAAAAAAAAQAAAAAAAAAAAAAAAAAAAAEAAAAAAAAAAAAAAAAAAAABAAAAAAAAAAAAAAAAAAAAAQAAAAAAAAAAAAAAAAAAAAEAAAAAAAAAAAAAAAAAAAABAAAAAAAAAAAAAAAAAAAAgD8AAAAAAAAAAAAAAAAAAIA/AAAAAAAAAAAAAAAAAABAPwAAgD4AAAAAAAAAAAAAQD8AAIA+AAAAAAAAAAAAAAA/AAAAPwAAAAAAAAAAAAAAPwAAAD8AAAAAAAAAAAAAgD4AAEA/AAAAAAAAAAAAAIA+AABAPwAAAAAAAAAAAAAAAAAAgD8AAAAAAAAAAAAAAAAAAIA/AAAAAAAAAAA=";
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let buffer2 = "AACAPwAAAAAAAAAAAAAAAAAAAAAAAIA/AAAAAAAAAAAAAAAAAAAAAAAAgD8AAAAAAAAAvwAAgL8AAAAAAACAPwAAgD8AAAAAAAAAAAAAAAAAAAAAAACAPwAAAAAAAAAAAAAAAAAAAAAAAIA/AAAAAAAAAL8AAIC/AAAAAAAAgD8=";
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let buffer3 = "AAAAAAAAAD8AAIA/AADAPwAAAEAAACBAAABAQAAAYEAAAIBAAACQQAAAoEAAALBAAAAAAAAAAAAAAAAAAACAPwAAAAAAAAAAkxjEPkSLbD8AAAAAAAAAAPT9ND/0/TQ/AAAAAAAAAAD0/TQ/9P00PwAAAAAAAAAAkxjEPkSLbD8AAAAAAAAAAAAAAAAAAIA/AAAAAAAAAAAAAAAAAACAPwAAAAAAAAAAkxjEvkSLbD8AAAAAAAAAAPT9NL/0/TQ/AAAAAAAAAAD0/TS/9P00PwAAAAAAAAAAkxjEvkSLbD8AAAAAAAAAAAAAAAAAAIA/";
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buffer0 = Uint8Array.from(atob(buffer0), c => c.charCodeAt(0)).buffer;
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buffer1 = Uint8Array.from(atob(buffer1), c => c.charCodeAt(0)).buffer;
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buffer2 = Uint8Array.from(atob(buffer2), c => c.charCodeAt(0)).buffer;
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buffer3 = Uint8Array.from(atob(buffer3), c => c.charCodeAt(0)).buffer;
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const bufview0 = new Uint16Array(buffer0, 0, 24); // ushort indices
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const bufview1 = new Float32Array(buffer0, 48); // vec3 positions
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const bufview2 = new Uint8Array(buffer1, 0); // bone indices and weights
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const bufview3 = new Float32Array(buffer2); // two bone matrices (inverseBindMatrices)
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const bufview4 = new Float32Array(buffer3, 0, 12); // 12 floats (time in seconds)
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const bufview5 = new Float32Array(buffer3, 48); // 12 rotation quaternions
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/*
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This demo is heavily inspired by gltfTutorial_019_SimpleSkin:
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"nodes" : [
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{ "skin" : 0, "mesh" : 0, "children" : [ 1 ] },
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{ "children" : [ 2 ], "translation" : [ 0.0, 1.0, 0.0 ] },
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{ "rotation" : [ 0.0, 0.0, 0.0, 1.0 ] }
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],
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"skins" : [ {
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"inverseBindMatrices" : 4, // points to an accessor with two matrices
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"joints" : [ 1, 2 ] // the 2nd and 3rd nodes (which have no geometry) are the joints
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} ],
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"animations" : [ {
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"channels" : [ {
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"sampler" : 0,
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"target" : { "node" : 2, "path" : "rotation" } // the animation only applies to the 3rd node
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} ],
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"samplers" : [ { "input" : 5, "interpolation" : "LINEAR", "output" : 6 } ]
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} ],
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...
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*/
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Filament.init([ 'nonlit.filamat' ], () => {
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window.AttributeType = Filament.VertexBuffer$AttributeType;
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window.Fov = Filament.Camera$Fov;
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window.Projection = Filament.Camera$Projection;
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window.VertexAttribute = Filament.VertexAttribute;
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window.app = new App(document.getElementsByTagName('canvas')[0]);
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});
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class App {
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constructor(canvas) {
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this.canvas = canvas;
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const engine = this.engine = Filament.Engine.create(this.canvas);
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this.scene = engine.createScene();
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this.mesh = Filament.EntityManager.get().create();
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this.scene.addEntity(this.mesh);
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this.ib = Filament.IndexBuffer.Builder()
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.indexCount(24)
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.bufferType(Filament.IndexBuffer$IndexType.USHORT)
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.build(engine);
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this.ib.setBuffer(engine, bufview0);
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this.vb = Filament.VertexBuffer.Builder()
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.vertexCount(10)
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.bufferCount(3)
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.attribute(VertexAttribute.POSITION, 0, AttributeType.FLOAT3, 0, 12)
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.attribute(VertexAttribute.BONE_INDICES, 1, AttributeType.USHORT4, 0, 16)
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.attribute(VertexAttribute.BONE_WEIGHTS, 2, AttributeType.FLOAT4, 0, 16)
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.build(engine);
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this.vb.setBufferAt(engine, 0, bufview1);
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this.vb.setBufferAt(engine, 1, bufview2.subarray(0, 160));
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this.vb.setBufferAt(engine, 2, bufview2.subarray(160, 320));
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const mat = engine.createMaterial('nonlit.filamat');
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const matinst = mat.getDefaultInstance();
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Filament.RenderableManager.Builder(1)
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.boundingBox({ center: [-1, -1, -1], halfExtent: [1, 1, 1] })
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.material(0, matinst)
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.geometry(0, Filament.RenderableManager$PrimitiveType.TRIANGLES, this.vb, this.ib)
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.skinning(2)
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.build(engine, this.mesh);
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this.swapChain = engine.createSwapChain();
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this.renderer = engine.createRenderer();
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this.camera = engine.createCamera(Filament.EntityManager.get().create());
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const eye = [0, 0, 4], center = [0, 0, 0], up = [0, 1, 0];
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this.camera.lookAt(eye, center, up);
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this.view = engine.createView();
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this.view.setCamera(this.camera);
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this.view.setScene(this.scene);
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this.renderer.setClearOptions({clearColor: [1.0, 1.0, 1.0, 1.0], clear: true});
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this.resize();
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this.render = this.render.bind(this);
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this.resize = this.resize.bind(this);
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window.addEventListener('resize', this.resize);
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window.requestAnimationFrame(this.render);
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}
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render() {
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const endTime = 5.5;
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const timepoints = bufview4;
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const quats = bufview5;
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const inverseBindMatrices = bufview3;
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const nframes = timepoints.length;
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const seconds = (Date.now() / 1000) % endTime;
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let t = -1;
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let q = [0, 0, 0, 1];
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for (let i = 0; i < nframes; i++) {
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const j = (i + 1) % nframes;
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const next = (i == nframes - 1) ? (endTime + timepoints[0]) : timepoints[i + 1];
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const curr = timepoints[i];
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if (seconds >= curr && seconds < next) {
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t = (seconds - curr) / (next - curr);
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const q0 = quats.subarray(4 * i, 4 * (i + 1));
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const q1 = quats.subarray(4 * j, 4 * (j + 1));
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quat.slerp(q, q0, q1, t);
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break;
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}
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}
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const transforms = [mat4.create(), mat4.create()];
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mat4.multiply(transforms[0], transforms[0], inverseBindMatrices.subarray(0, 16));
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mat4.multiply(transforms[1], transforms[1], inverseBindMatrices.subarray(16, 32));
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const m = mat4.fromQuat(mat4.create(), q);
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mat4.multiply(transforms[1], m, transforms[1]);
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const rm = this.engine.getRenderableManager();
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const renderable = rm.getInstance(this.mesh);
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rm.setBonesFromMatrices(renderable, transforms, 0);
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renderable.delete();
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this.renderer.render(this.swapChain, this.view);
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window.requestAnimationFrame(this.render);
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}
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resize() {
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const dpr = window.devicePixelRatio;
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const width = this.canvas.width = window.innerWidth * dpr;
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const height = this.canvas.height = window.innerHeight * dpr;
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this.view.setViewport([0, 0, width, height]);
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const aspect = width / height;
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const fov = aspect < 1 ? Fov.HORIZONTAL : Fov.VERTICAL;
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this.camera.setProjectionFov(45, aspect, 1.0, 10.0, fov);
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}
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}
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</script>
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</body>
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</html>
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